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Wednesday, April 30, 2014

Full Game Release June 6

Or get the preview version now on Steam Early Access...

Launch preparations are nearly finished... and we've set a date for the full release of Lifeless Planet!

Lifeless Planet will be available to purchase from Steam and all other leading digital retailers on June 6th 2014. The game will feature English text and voice overs along with full text and subtitled localization into German, Russian, French and Spanish languages.

Selected UK retailers will also be stocking physical copies in stores the same day with further releases to follow throughout Europe and the rest of the world.

Please note the beta build on Steam right now includes levels 1-6 of the 20 levels that will be in the final version of the game. It is also being offered at a discount off the retail launch price AND by purchasing the Early Access build, you will automatically get the full release for no extra cost on June 6!

The English version is up now, but more subtitled versions are coming
soon, along with a Mac build. After you play the beta, please post any
bug reports or suggestions in the Steam forums or at
feedback.lifelessplanet.com.

Hi I really like the concept and the the look and gameplay of this project, however I've encountered quite a few issues in the Early Access version and here they are:

1. Playing with the Xbox 360 controller the "Resume Game" button doesn't want to light up when I turn the game on, so I have to use the mouse instead.2. I'm stuck in the tunnel. a. After getting to the catacombs, at first there was just no light, simply pitch black. I saw the table that evaporates into pixie dust, but from there I couldn't do anything.b. After turning off the high graphical effects suddenly I could see where I was. I went down the tunnel, didn't actually see the table, but saw the pixie dust, but when I got to the room in the end there was a netted door and a bunch of barrels, but there was nothing I was able to do. 3. This game is buggy, but I hope that's temporary. I was really looking forward to subtitles and trying to play this game on Russian, but I guess I'll just wait for the full release. Love the atmosphere, though.

Hi Michael, thanks for playing and sorry you had trouble with it. A couple other users reported this lighting issue and the solution in their case was to enable discrete graphics on their laptops. You may not be able to play the game without a good video card and the latest drivers. More info/tips on the help page. Thanks again for playing and providing feedback!

Did the system requirements change from the early access to the full release, because i am trying to play the game on a laptop and the early access was great, but the full release is kind of lagy even in all settings low

The hardware specs change for more hdd space for the full version, but not otherwise. Laptops will struggle without dedicated graphics. If you have a dedicated graphics card, be sure to set up LifelessPlanet.exe to run using the dedicated card in your graphics card settings...

Such a great game. I love it a lot and am already a huge fan. Only thing is I wish you sold more merchandise for it because I would love to buy a T-shirt or something related to the game besides stickers. Everything about the game is beautiful.

"Full Release". My ass....just bought it. While I love the game play concept, theme, design...the execution is poor as hell. I love indie games and am well ready to excuse the lack of polish in many areas due to limited resources...but game breaking bugs where you CANNOT continue? Shame on you for allowing people to pay money for this at this point.

Ok. So here is what was happening. I would die..fall off a cliff or something. So it tries to restart me, but it restarts me somewhere that the camera cannot see. It's like my character is INSIDE the rocks or something..or on the other side from camera view. I can hear him moving about. I can fire my jetpack...but the camera never actually moves and if I fool around enough I might eventually die again. Not sure if it's a camera tracking option or a character placement problem or what. But like I said, had to quit and restart the previous stage and make it through without dying. It hasn't happened in later stages, so I haven't been having that problem since then. Again, the game design/concept/style is bang on...BUT...for a commercial release..meaning someone paid money for it, that type of thing is just really, really annoying. I know you probably felt you had to get full release out in time for game conference, but I don't think it should have quite launched yet. I wasn't part of kickstarter and was not familiar with all the beta versions of the game. I know that you have been in communication with your kickstarter community and many of them were well aware of the state of the game, so I can see how it's possible to take the view that your players all knew of the problems, but many of us were not around during that phase. I would love for you to make enough money to make more like this full time because I feel like your game design/concepts are in line with mine and I really enjoy it. I don't want to see a full launch screwed up because of bad game play bugs.

In summary, the bug hasn't happened in the last several stages/scenes, but not sure it it will still occur earlier in the game.

Hi Chris, thanks for the detailed report. Yes, this was a nagging bug that I still have not ever seen myself (or any of my testers), but it has happened for some users. I believe it only affected the "Chasm" level and I also believe we fixed it for good with last Thursday's 1.2 update.

These types of bugs are really hard to troubleshoot when I simply can't ever repeat it myself. Even if it were to happen once for me, I wouldn't know if I fixed it later or if it just never happened again. So I'm not 100% certain it's gone now, but we made several changes to the code hoping to resolve it.

Kickstarter and early access were very helpful to me since I was the sole developer on this project--yes the entire game design/development was just me from beginning to end. Now... that right there is a fair subject of criticism. I only appreciate now (after three years of working so hard, long days, nights, weekends) how ambitious this project was. I wish I'd had a bigger QA team, but my resources were very limited, and (understandably) few Kickstarter backers wanted to spoil the end by playing betas, especially of the later levels.

I wasn't in full control of the release date, honestly, but at the end of the day I take responsibility for the state of the game. Thankfully there weren't more bugs than there were, and for most people bugs (including this one) weren't an issue at all.

The E3 event actually didn't have anything to do with the release date. I only got invited to E3 by Microsoft (to announce the Xbox One version) a few weeks before E3 and had to really scramble to even make the event. The release date for the game had been set much earlier. The bad part of that week was that I was out of the office the week after launch, so... I hired a programmer to help with bug fixes. I released the first patch myself on day two, and we released the second patch last week. There are a few lingering bugs, but I believe there are no more game-breaking bugs (at least to the extend that is possible on PCs).

I'm glad you are liking the game and I hope you don't read all this as one big excuse--it wasn't a perfect launch, but I have been trying hard to be responsive and proactive. I absolutely plan to do more games in the future, and this experience (good and bad) has been extremely educational.

Thanks again for the feedback and I really do appreciate your understanding.

Your game is amazing and the story is SUPERB. That being said, there was one part, which I found suspicious: the Soviet scientists torturing the poor girl to learn her garden's secrets (?) Generally, Soviet people had a strongly developed sense of justice and it is very dubious they would behave so unethically and unscientifically, especially after witnessing the Nazi atrocities just a few decades earlier ("Dr." Mengele comes to mind in this context). Peace.

Hi Yaroslav! Thanks so much for your feedback. I'm really glad you liked the game. My thinking with this part of the story was not that the Soviet people in general would take this action, but a few desperate and unethical individuals. I tried hard with this story not to paint in broad brushstrokes, but instead tell a human story. The Russians in the story made mistakes, but because they were human, not because they were Russian. At least, that's what I intended... I have no doubt my story was flavored by my perspective as an American. But that's also what has been interesting to me in creating this game: learning more about Russian culture and values from nice people like you. Thanks again for the feedback!

Buzz

The Story

While seeking life on a distant planet, a skeptical astronaut discovers an abandoned Russian laboratory and suspects his mission is a hoax until a mysterious young woman saves him from a strange and deadly phenomenon...

Lifeless Planet is a new action-adventure game for PC/Mac, Xbox One and PS4.

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About the Creator

Lifeless Planet is more than just a video game. It's the expression of my passion for creating media that inspires. It's the culmination of years of learning, experimentation, and ambition.

I'm trying to deliver something different from what you usually get from the big studios and publishers. As primarily a one man team I know I have to be realistic with my goals, but I do hope to surprise people with what can be produced by a small team with the desire to create something unique and unexpected.

At the same time, there's no way small indie studios like mine could exist without the amazing set of tools and technology available to game developers today, or without the backing of active, engaged communities of people. This is a revolutionary age, and I don't use that phrase lightly.

In short, I'm pouring my heart and soul into this project, and I can't thank you enough for taking an interest in Lifeless Planet.